Gamification for Tourism

2021 ◽  

This book examines the cutting-edge concept of gamification in tourism. The chapters offer valuable insights and examples of best practice and address key issues of game mechanism and game design principles. This will be useful for students and researchers in tourism marketing, smart tourism and tourism futures, as well as industry practitioners.

Author(s):  
Crispin Wright

This anthology includes fourteen of Crispin Wrights’s highly influential essays on the phenomenon of vagueness in natural language, collectively representing almost half a century of cutting-edge systematic research. Key issues addressed include whether or under what assumptions vague expressions’ apparent tolerance of marginal changes in things to which they apply indicates that they are governed by inconsistent semantic rules, the varieties of Sorites paradox and the roots of the plausibility of their respective major premises, what it is for something to be a borderline case of a vague expression, whether vagueness should be viewed as fundamentally a semantic or an epistemic phenomenon, whether there is ‘higher-order’ vagueness, and what should be the appropriate logic for vague statements. The essays reprinted here jointly document the development of a distinctively original treatment of the philosophy and logic of vagueness, broadly analogous to the intuitionistic philosophy and logic for pure mathematics. Richard Kimberly Heck contributes an extended introductory essay, providing both an insightful critical overview of the development of the distinctive elements of Wright’s thought about vagueness, and indeed an invaluable advanced introduction to the topic.


2020 ◽  
Vol ahead-of-print (0) ◽  
pp. 1-21
Author(s):  
Ryan A. Whitney

This research explores the role of trendy urbanists in best practice uptake within an innovation laboratory in Latin America. Trendy urbanists are the privileged professionals who aspire to be on the cutting edge of urban planning, frequently referencing best practice policies and programmes that they see as supporting ‘livable’ and ‘sustainable’ city building. Taking the case of the Laboratory for the City in Mexico City, I illustrate that the preferred best practices of trendy urbanists are reflective of their own privilege. I conclude that, by relying on best practices and trendy urbanists, innovation laboratories are susceptible to fostering inequitable planning outcomes.


Author(s):  
Alžbeta Kiráľová

The chapter describes how sustainable tourism marketing strategy can bring competitive advantage to a destination. It defines tourism destinations; characterizes the principles of sustainable tourism development and its role in competitiveness of the destination. The chapter also shows a destination´ best practice in the implementation of sustainable tourism marketing strategy. The destination was subject to research using onsite and internet surveys, semi-structured and informal interview and the results were subjected to evaluation using the VRIO model.


Author(s):  
Christos Sintoris ◽  
Adrian Stoica ◽  
Ioanna Papadimitriou ◽  
Nikoleta Yiannoutsou ◽  
Vassilis Komis ◽  
...  

Mobile technology has created new possibilities for location-based playful learning experiences. This article describes the MuseumScrabble mobile game, aimed at children visiting a historical museum. The game requires that the players explore the museum and link abstract concepts with physical artefacts using a mobile device. The focus of this article is on the interaction design process and the subsequent observations made during field evaluation of the game. Design principles that guide the development of such a game are presented and concern playfulness, learning, social interaction, physical aspects of the game and flow between physical and digital space. This article explores how these design principles are reflected in the study and how problem-solving strategies and collaboration and competition patterns are developed by children in this multi-player educational game.


2011 ◽  
pp. 1880-1891
Author(s):  
Ching-Huei Chen ◽  
Manetta Calinger ◽  
Bruce C. Howard

Design principles are universal and may be translated onto the newest trends and emergent technologies. In this research study, the authors combined the perspectives provided by two sources to create a set of recommended design principles for technology-enhanced learning environments. One source was the How People Learn framework (Bransford, Brown, & Cocking, 2000). The second source was a series of interviews conducted with pacesetters in the field of educational technologies. With the knowledge gained from these two sources, the authors created our own set of design principles. These principles may be used to guide evaluation, instructional design efforts, or best practice models for exemplary use of educational technologies in the classroom.


Author(s):  
Michael Way ◽  

The genetic diversity found in populations of crop wild relatives is an essential resource for future crop breeding, but populations are at risk of loss before germplasm has been fully conserved in genebanks. This chapter describes best practice for targeting and identifying species, and review knowledge about the variation in wild plant populations to guide the timing of collecting and approaches for genetic sampling. Indicators are presented for seed quality, ripeness and dispersal. Techniques for collection of seed, herbarium vouchers and associated data are reviewed with examples drawn from the Adapting Agriculture to Climate Change (Crop Wild Relative) project. Further research is needed to find optimal approaches for handling of seed to ensure high longevity of seed collections, and improved tools are needed to guide sampling of genetic diversity of crop wild relatives.


Semantic Web ◽  
2020 ◽  
Vol 12 (1) ◽  
pp. 81-97
Author(s):  
Riccardo Albertoni ◽  
Antoine Isaac

The Data Quality Vocabulary (DQV) provides a metadata model for expressing data quality. DQV was developed by the Data on the Web Best Practice (DWBP) Working Group of the World Wide Web Consortium (W3C) between 2013 and 2017. This paper aims at providing a deeper understanding of DQV. It introduces its key design principles, components, and the main discussion points that have been raised in the process of designing it. The paper compares DQV with previous quality documentation vocabularies and demonstrates the early uptake of DQV by collecting tools, papers, projects that have exploited and extended DQV.


2019 ◽  
Vol 32 (1) ◽  
pp. 53-81
Author(s):  
Brook M R Dambacher ◽  
Matthew T Stilwell ◽  
Jeffrey S McGee

Abstract Conflicts of interest (COIs) have the capacity to undermine the integrity and legitimacy of decision-making in international legal fora. The issue of COIs has recently become a contentious issue within the international negotiations under the United Nations Framework Convention on Climate Change (UNFCCC). Despite an emerging debate on COIs, key issues regarding engagement with certain non-state actors, and the reforms that could be implemented in response, remain to be systematically addressed. This article therefore examines best practice for addressing COIs in international fora to see how this might inform management of the issue within the UNFCCC. We find that protecting the integrity and legitimacy of the UNFCCC will likely require its Conference of the Parties to clearly define COIs and to adopt a process for their management. This reform will bring the UNFCCC into line with best practices in global governance and improve prospects for more effective international law on climate change.


Author(s):  
Mark Stansfield ◽  
Thomas Connolly

This chapter will outline a set of guiding principles underpinning key issues in the promotion of best practice in virtual campuses. The work was conducted as part of the “Promoting Best Practice in Virtual Campuses” (PBP-VC) project that is aimed at identifying underlying issues and examples of best practice in providing a better understanding into virtual campus development and sustainability. The PBP-VC project was a two year European Commission Education Audiovisual and Culture Executive Agency (EACEA) co-financed project running from March 2007 to February 2009. The PBP-VC project team have worked with key stakeholders from virtual campus projects across Europe and globally in identifying and exploring key issues relating to best practice. The importance of developing a practical set of guiding principles for identifying, evaluating and promoting best practice in virtual campuses and e-learning can be demonstrated by the significant number of high profile e-learning and virtual campus failures that have occurred over the last decade both within Europe and globally at great financial cost. This chapter will highlight key enablers and inhibitors to success, provide a description of the different elements comprising the guiding principles in the promotion of best practice, as well as describing a tentative four level model aimed at illustrating different levels of virtual campus maturity in the achievement of sustainability and organisational transformation.


Cyber security is a constantly evolving area of interest. Many solutions are currently available and new methods and technologies are emerging. Although some solutions already exist in extended reality, a lack of engagement and storytelling is available, with a consequence of decreasing the probability of dissemination and awareness of the risks involved in cybersecurity. This chapter gives an overview of an extended reality platform that can be potentially used for the simulation of security threats and that combines artificial intelligence and game design principles. The main goal of this research is to develop an extended reality solution to simulate a story involving virtual characters and objects for the entertainment industry, with possible applications in other sectors such as education and training. After an introduction to extended reality, the chapter focuses on an overview on the available extended reality technologies in the context of cybersecurity.


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